2019
DOI: 10.1007/978-3-030-29852-4_18
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An Intelligent Tutoring System Tool Combining Machine Learning and Gamification in Education

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Cited by 4 publications
(4 citation statements)
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“…The third challenge facing modern education systems is that of providing and improving intelligent tutoring systems (Di Pietro and Distefano, 2019). For example, Troussas et al (2018) proposed an intelligent tutoring system to teach English and French languages using ML-based models.…”
Section: Challenge Descriptionmentioning
confidence: 99%
See 1 more Smart Citation
“…The third challenge facing modern education systems is that of providing and improving intelligent tutoring systems (Di Pietro and Distefano, 2019). For example, Troussas et al (2018) proposed an intelligent tutoring system to teach English and French languages using ML-based models.…”
Section: Challenge Descriptionmentioning
confidence: 99%
“…Di Pietro and Distefano (2019) combined the concepts of ML and gamification with cloud technologies in a unified framework to improve intelligent tutoring systems. More specifically, the authors proposed the use of different ML models such as optical character recognition, sentiment analysis, and speech recognition to create a virtual study buddy.…”
Section: Previous Workmentioning
confidence: 99%
“…Prior studies e.g., (Çeker & Özdamli, 2017;Shpolianskaya & Seredkina, 2020) have shown that students' groups that utilize gamification apps perform academically better than those groups that do not use it. Since the inception of gamification in the last decade, Di Pietro and Distefano (2019) and Gul and Bilgin (2020) argued that the technology is increasingly receiving the attention of academics and other practitioners. The main idea behind gamification rudiments usage in Schooling is to move the fun aspect of audio-visual games to non-game surroundings.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, Antonaci et al (2019) stressed that there is absence of clear understanding of the main effects of gamification apps on "students, tutors and learning process in general". Hence, the need for both exploratory and experimental studies to further assess the motivational effects of gamification apps in Education, as the former technique will assist in getting more ideas on how the process takes place (Di Pietro & Distefano, 2019), while the later will offer exhaustive opinion on how certain individuals' emotional needs fulfilment develops through the implementation of various "gamification apps" (Toda et al, 2019). Therefore, this study will systematically review current literatures that are related to gamification apps, with the aims of identifying the benefits/importance of motivation, motivational effects of gamification apps on teaching and learning, and suggest how gamification apps can be linked with other variables such as individuals' psychological needs.…”
Section: Introductionmentioning
confidence: 99%